|Commander / EDH||Legal|
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|Dragon's Maze||Mythic Rare|
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Maze's End enters the battlefield tapped.
: Add to your mana pool.
, , Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.
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Maze's End Discussion
2 days ago
BacktraF Use cards like Second Sunrise and Faith's Reward to help combo with your Atogatog sacrifice strategy. Add Maze's End as a wincon for this deck. If you are willing to drop a bunch of money for this deck, Scapeshift can help you win the game with Maze's End out of no where. Barren Glory is another funny way to win that's more budget friendly (use your Atogs to sac everything you have and win on upkeep). You would just need a way to get cards out of your hands after sacing everything. Luckily, One with Nothing can do it right before your turn for the low low cost one 1 black mana. Solid.
If you want to do more of the creature type strategy, look at some of the new cards from 2017 such as Herald’s Horn and Traverse the Outlands (which can combo well with Lithatog if you like sacrificing all your lands before you cast it). A lot of them are really good. Take care!
1 week ago
I would get rid of Stalking Vengeance, Genesis Wave, Amulet of Vigor, Purphoros, God of the Forge (everybody gets ticked off if you use him so you're making yourself a target ) and add elementals like Vengevine (which synergies with like 10 things in this deck including the commander), Maze's End, Zendikar's Roil, and Splendid Reclamation
2 weeks ago
while i enjoy the design of this deck you do really need to read Maze's End in its entirety for that to work. Maze's End states that it has to be 10 guildgates with different names for the victory to be pulled off and in commander/edh you can't have more then 1 nonbasic land with the same name in your deck just letting you know in case you didn't know 100% or if you just refused to type in the other guildgates that's fine too just update your description to mention that. the reason why i left this comment is so that if a new player wants to get into edh and the decide to net deck without reading the cards first (which happens a lot more then you think) they may get called out for it while that will be a learning experience for them it does still fall back on you as well.
2 weeks ago
2 weeks ago
If I were going to use such a method to win, I would use Maze's End. No one expects the alternate win condition of Maze's End in a 3 color deck.
2 weeks ago
Kiyomeii I agree with you somewhat on the efficiency of the reanimation spells that I have chosen for the deck, and your comment on my land choices. I'll take a second to try and explain what I've tried to accomplish.
Dance of the Dead, Animate Dead, and Necromancy are pretty hard to use multiple times because the theme with my deck, and one of the best things it can do for itself is to sacrifice my commander, Child of Alara, to wipe away the board. So these cards once they are in the graveyard can be rather tricky to efficiently return in order to continually benefit off of child. There are some incredible enchantment recursion cards out there, but some of them in my current list would require me to cast Argivian Find targeting necromancy or the like. Then casting the animation spell, which works entirely, but then if I want to do it again because I decided to cast Abjure, sacrificing child, to counter something like a Blightsteel Colossus, I'd have to go the route of casting a Noxious Revival or something else to try and do the same thing again. Plus cards like Animate Dead and Dance of the Dead have drawbacks to them. They are often susceptible to cheaper removal, thus getting rid of child in the process. It feels way more comfortable to Breath of Life child into play with no strings attached. Then my Archaeomancer just targets that and I'm off to the races. No middle man shenanigans.
Now, the reason all this is important, and why I assume that I'm going to have to do this multiple times is because child is a 6/6 and everyone at the table has 40 life (they also hate child). You only need 21 damage to win which is 4 unblocked swings with child but that all together is swinging 12 times in a row completely unblocked. That is not going to happen. The easiest way to control the board state with child is to purposefully sacrifice it. And if you have spells or abilities that sacrifice as a part of the cost, the trigger for child's death goes on the stack before I pass priority to the next player. It's why Perilous Research is probably going to be coming out, because it sacrifices on resolution. So if the spell gets countered I don't get my cards or a child trigger on the stack.
The reason Necromancy is in the deck is because there are creatures out there that have haste. Some of them are whatever like Glitterfang, but there are other creatures like Maelstrom Wanderer that are often the commander of a deck. So that player always has access to them, And it sucks when an 8 cmc, 7/5 haste, gives other creatures haste, cascade cascade creature drops in 2 big threats or a Protean Hulk and tries to kill me or the board. Necromancy can be played at instant speed, and I sacrifice at the end of turn, but I would probably do that anyways. I like to think of Necromancy as a combat trick more than anything. Maelstrom Wanderer is part of the reason I'm considering adding Comeuppance to the deck.
The other thing this deck has going for it is Maze's End and I've spent some time explaining how efficient that can be if you have the right cards in hand. Plus it's a combo that is available to 5 colors, and doesn't go away when I sacrifice child. A turn 4 Maze's End could mean I'm color fixed for the rest of the game.
I run a lot of basics because they're easier to ramp out into play. A lot of competitive land destruction targets nonbasic lands too, if that counts for anything. And there's plenty of reasons why I don't want to run a Hermit Druid 0% basic land combo deck with a hyper efficient fetches and shocks mana base.
If I ever get around to making a recording of the deck working well in a multiplayer pod, I will definitely upload it to this page to help provide insight on how I play the deck. And how I react in most situations with my experience in commander while running my list.
2 weeks ago
Enral, I'm in the process of writing a guide for the ins and outs for this deck. But there are really only 2 win conditions: Commander damage, and Maze's End. Both are viable, in fact I've won with commander damage in a pod of 6. Scapeshift is the easiest way to get a Maze's End win, and that can be done in a single turn with Amulet of Vigor and enough lands in play. The combo requires 11 cards, our 10 Guildgates, and Maze's End.
Example: I could have 2 Guildgates in play, and 7 other lands. You can do a number of things here depending on your hand. Have Maze's End and Scapeshift? Play the Maze's End, and if it sticks until you're next turn you can win by tapping lands you wish to sacrifice to Scapeshift, floating the remaining mana, grab 7 guildgates, spend 3 for maze's ends ability to fetch the last one, and you've got all 10 now And win on resolution. This can be done as early as turn 6, which isn't incredibly fast for most CEDH players. But this isn't a CEDH deck.
The other win condition that I rely on more so than Maze's End is good old fashioned commander damage. People have a hard time blocking when they have no permanents. Even when they do Child of Alara has trample and threatens to destroy their boardstate if they kill it. Only 4 unblocked swings with child is needed to kill with commander damage. This however is sped up immensely by Xenagos, God of Revels, who gives haste and doubles P/T. Allowing Child of Alara to swing for 12/12 trample haste, and blows up the board if you kill it. It's very easy to put child back into my hand from the grave, cast it main phase, and then swing that turn for 12. Then during the end step of the previous players turn or whenever I need to I can sacrifice child. Then recur it again and have an empty board to swing into on my turn for more commander damage.
The deck can get pretty stax-like towards the late game, and sometimes people just can't answer it. In many cases during testing if a decks win conditions are permanents and I have been pretty resilient in not letting them initiate any combos, followed by exiling their graveyards, they often concede. Many decks are not equipped to deal with this kind of oppression and value generator. Momentous Fall draws me 6 cards, gains me 6 life, and destroys all nonland permanents at instant speed for 4 mana.